private void Run() { Save(); bool proceed = true; if (s_levelData == null) { proceed = false; EditorUtility.DisplayDialog("Error", "No level data file configured.", "Ok"); } if (proceed && s_defaultMaterials[0] == null) { proceed = false; EditorUtility.DisplayDialog("Error", "No solid material configured.", "Ok"); } if (proceed) { Debug.ClearDeveloperConsole(); TemplateMaterials.Reset(); Wm3Loader loader = new Wm3Loader(); loader.LoadWM3(s_levelData); Wm3Data data = loader.Data; LevelBuilder builder = new LevelBuilder(); builder.Construct(data); } }
public Act2() { var town = new LevelBuilder("Act 2 - Town"); root = town.Instantiate(new Vector2i(0, 0)); entry = town.FindEntry(); }
void Start() { hasJumped = false; rb2d = GetComponent<Rigidbody2D>(); Board = GameObject.FindGameObjectsWithTag("GameController"); levelBuilder = Board[0].GetComponent<LevelBuilder>(); }
void Awake() { aud = GetComponent<AudioSource>(); cam = Camera.main; levelWidth = cam.GetComponent<CameraController>().levelWidth; builder = GameObject.Find("Game Controller").GetComponent<LevelBuilder>(); }
static LevelBuilder CreateDenOfEvil() { var builder = new LevelBuilder("Act 1 - Cave 1"); var palette = new Maze.Palette(); palette.special = new LevelPreset[][] { new LevelPreset[] { LevelPreset.Find("Act 1 - Cave Prev W"), LevelPreset.Find("Act 1 - Cave Prev E"), LevelPreset.Find("Act 1 - Cave Prev S"), LevelPreset.Find("Act 1 - Cave Prev N") }, new LevelPreset[] { LevelPreset.Find("Act 1 - Cave Den Of Evil W"), LevelPreset.Find("Act 1 - Cave Den Of Evil E"), LevelPreset.Find("Act 1 - Cave Den Of Evil S"), LevelPreset.Find("Act 1 - Cave Den Of Evil N") } }; palette.rooms = new LevelPreset[16]; for (int i = 0; i < 15; ++i) { palette.rooms[i + 1] = LevelPreset.sheet[53 + i]; } palette.themedRooms = new LevelPreset[16]; for (int i = 0; i < 15; ++i) { palette.themedRooms[i + 1] = LevelPreset.sheet[68 + i]; } Maze.Generate(builder, palette); return(builder); }
public static void DirectionalButtons(IAction action, int sidesToRender = -1) { Transform transform = (action as MonoBehaviour).GetComponent <Transform>() as Transform; LevelBuilder levelBuilder = LevelBuilder.lastBuilder; if (levelBuilder != null) { if ((sidesToRender & 0x4) != 0) { LevelBuilderCommon.Default5ActionButton(transform.position + new Vector3(1.5f, 0, 0), action, -1, Direction.Right); } if ((sidesToRender & 0x2) != 0) { LevelBuilderCommon.Default5ActionButton(transform.position + new Vector3(-1.5f, 0, 0), action, -1, Direction.Left); } if ((sidesToRender & 0x1) != 0) { LevelBuilderCommon.Default5ActionButton(transform.position + new Vector3(0, 0, 1.5f), action, -1, Direction.Forward); } if ((sidesToRender & 0x8) != 0) { LevelBuilderCommon.Default5ActionButton(transform.position + new Vector3(0, 0, -1.5f), action, -1, Direction.Backward); } } }
private void bRunAgent_Click(object sender, EventArgs e) { //Thread t = new Thread(() => // { Game1 game = StaticData.EngineManager.Game1; PairCTP.Sort(PairCTPComparator); GenSimAgentWrapper agent = new GenSimAgentWrapper(this.PairCTP, 20, false); agent.ScatterComps(); StaticData.EngineManager.Game1 = game; if (agent.WAgent.IsSuccess) { LevelBuilder.CreateRestedLevel(agent.WAgent.LevelStr, false); CTRLevelDesigner.SaveEngineState(); StaticData.GameSessionMode = SessionMode.PlayingMode; LivePlayabilitySimulator simulator = new LivePlayabilitySimulator(StaticData.EngineManager); simulator.SimulateSameWindow(agent.WAgent.Actions); } else { MessageBox.Show("Max number of try is reached. Run the agent again."); } //}); //t.Start(); }
private string level_name; // Custom level name // TODO: custom level names regex check for invalid chars void Awake () { camera_script = GameObject.FindGameObjectWithTag(Tags.main_cam).GetComponent<CameraSetup>(); level_builder_script = GameObject.FindGameObjectWithTag(Tags.game_manager).GetComponent<LevelBuilder>(); grid_script = GameObject.FindGameObjectWithTag(Tags.game_manager).GetComponent<Grid>(); levels_script = GameObject.FindGameObjectWithTag(Tags.game_manager).GetComponent<Levels>(); }
void Start() { canvas.SetActive(true); levelBuilder = GetComponent <LevelBuilder>(); uiManager = GetComponent <UIManager>(); mc = GetComponent <MenuController>(); }
private void DrawBrickChange(LevelBuilder script) { GUILayout.Space(15); GUILayout.Label("Switch Brick to"); if (GUILayout.Button("Normal")) { script.SwitchBrickToType(BrickType.NORMAL); } if (GUILayout.Button("Bomb")) { script.SwitchBrickToType(BrickType.BOMB); } if (GUILayout.Button("Portal")) { script.SwitchBrickToType(BrickType.END); } if (GUILayout.Button("Unbreakable")) { script.SwitchBrickToType(BrickType.UNBREAKABLE); } if (GUILayout.Button("Boom Bot")) { script.SwitchBrickToType(BrickType.BOOM_BOT); } if (GUILayout.Button("Random Boom Bot")) { script.SwitchBrickToType(BrickType.RANDOM_BLOW); } if (GUILayout.Button("Path")) { script.SwitchBrickToType(BrickType.PATH); } }
public static void GenerateStatesFilesPlayabilityFromLevelsActionsFiles() { // string path = "160LevelSameCompsPlayable.txt"; string path = "PhysicsEngine_EvolvePlayActions - BadRemoved.txt"; StreamReader sr = new StreamReader(path); string line = String.Empty; while ((line = sr.ReadLine()) != null) { LevelBuilder.CreateRestedLevel(line.Split('\t')[12], false); StaticData.GameSessionMode = SessionMode.PlayingMode; ActionsExecuterGenSim.ListOfActions = new ActionsGenerator(line.Split('\t')[13]).Actions; ActionsExecuterGenSim.IsSimulatingGamePlayability = true; ActionsExecuterGenSim.nextActionIndex = 0; ActionsExecuterGenSim.isFinished = false; ActionsExecuterGenSim.IsSaveStateToFile = true; ActionsExecuterGenSim.IsSaveImage = true; // 1300: arbitrary choice above the 80 max actions var gameTime = new GameTime(); for (int i = 0; i < 1300; i++) { ActionsExecuterGenSim.ManipulateActions(gameTime); StaticData.EngineManager.Update(gameTime); } FilesCounter++; } sr.Close(); }
/// <summary> /// Builds a new game using the ruby script /// </summary> /// <returns>The new Game</returns> public GameModel BuildModel() { // build game objects LevelBuilder levelBuilder = new LevelBuilder(this.configuration, this.playerHandler); ScriptEngine scriptEngine = IronRuby.Ruby.CreateEngine(); ScriptScope scriptScope = scriptEngine.CreateScope(); scriptScope.SetVariable("level", levelBuilder); scriptScope.SetVariable("physic", new RubyPhysic(GameAssets.G, GameAssets.N)); try { ScriptSource source = scriptEngine.CreateScriptSourceFromFile(this.path); source.Compile(); source.Execute(scriptScope); } catch (Exception e) { string errorMessage = "[" + this.path + "]\nError: " + e.Message; System.Windows.Forms.MessageBox.Show(errorMessage); } // build ShortLifespanObjectFactory ShortLifespanObjectFactory shortLifespanObjectFactory = new SimpleShortLifespanObjectFactory(); // build game model World world = new World(levelBuilder.WorldObjects); Physics physics = new SimplePhysicsAlgorithm(this.collisionHandler, world, configuration); GameModel gameModel = new GameModel(shortLifespanObjectFactory, physics, levelBuilder.Players, world); return gameModel; }
private void Start() { if (levelBuilder == null) { levelBuilder = Camera.main.GetComponent <LevelBuilder>(); } }
void Awake() { LevelBuilderInstance = this; lv = new List <Level>(); numberOflevel = LevelName.Length; loadLevel(); }
/// <summary> /// Click action, might start a level or move to the next one. /// </summary> public void TaskOnClick() { if (!inGame && start) { menu.alpha = 0f; menu.blocksRaycasts = false; LevelBuilder builder = generator.getBuilder(); GameObject tmpCamera = GameObject.FindGameObjectWithTag("Temporary"); Destroy(tmpCamera); generator.LevelStart(); inGame = true; start = false; end = false; } else if (!inGame && !start && end) { menu.alpha = 0f; menu.blocksRaycasts = false; generator.NextLevel(); inGame = true; } else if (!inGame && gameOver) { menu.alpha = 0f; menu.blocksRaycasts = false; generator.DestroyLevel(); generator.LevelStart(); GameObject.FindGameObjectWithTag("Player").GetComponent <PookieController>().setCash(0); inGame = true; start = false; end = false; } }
public static void TestPlayabilityFromLevelsFile(string path, bool isSaveImage) { //OpenFileDialog op = new OpenFileDialog(); //op.Title = @"Choose levels file"; String pathReader = path; //if (op.ShowDialog() == DialogResult.OK) //{ // pathReader = op.FileName; //} StreamReader sr = new StreamReader(pathReader); StreamWriter sw = new StreamWriter(@"ResultsPlayabilityCheck.txt", true); String currentLevel = String.Empty; while ((currentLevel = sr.ReadLine()) != null) { LevelBuilder.CreateRestedLevel(currentLevel, true); RyseAgent agent = new RyseAgent(10); agent.IsSaveImage = isSaveImage; agent.maxDepthArr = 0; agent.prologTime = 0; agent.nodesExplored = 0; agent.bestClosestFrogCookieDist = Double.MaxValue; agent.bestPerformedActions = new List <Action>(); agent.Simulator = new PlayabilitySimulatorEngineProlog(agent.IsSaveImage); bool playability = false; List <Action> performedActions = new List <Action>(); List <Vector3> performedVel = new List <Vector3>(); DateTime d1 = DateTime.Now; ActionNode node = new ActionNode(new VoidAction()); agent.SimulatePlayability(node, StaticData.EngineManager, ref playability, 0, performedActions, performedVel, 0, PlayabilityCheckMode.NormalCheck); DateTime d2 = DateTime.Now; agent.totalTime = (int)((d2 - d1).TotalSeconds); // Write to file sw.WriteLine(playability + "\t" + agent.prologTime / 1000 + "\t" + agent.totalTime + "\t" + String.Format("{0:0.00}", agent.bestClosestFrogCookieDist) + "\t" + agent.maxDepthArr + "\t" + agent.nodesExplored + "\t" + currentLevel + "\t" + HelperModules.GenericHelperModule.GetActionsString(agent.bestPerformedActions) ); Console.WriteLine(playability); // write to db //DatabaseHandler.InsertToPlayabilityTestTable(1, // playability, // prologTime / 1000, // totalTime, // String.Format("{0:0.00}", bestClosestFrogCookieDist), // maxDepthArr, // nodesExplored, // _strLevel, // HelperModules.GenericHelperModule.GetActionsString(bestPerformedActions)); sw.Flush(); } sw.Close(); }
public void AttachingAMonstor_WillReduceItsHitPoints() { var state = MeleeWeapon.FormatState("Wooden Club", "Me1", 1, 12, -1, 1, 7.5, 0, 50); var testNum = 1; var fakeRandomNumbers = GetGenerator(testNum); var registry = new DispatchRegistry(); var dispatcher = new Dispatcher(registry); var fakeLogger = new FakeLogger(_output); var mazeDescriptor = FakeMazeDescriptorBuilder.Build(1, 1, 4, 2); var builder = new LevelBuilder(fakeRandomNumbers, mazeDescriptor, fakeLogger, dispatcher, registry); builder.Build(testNum); var me = ActorBuilder.Build <Me>(Coordinate.NotSet, registry, Me.FormatState(10, 10)); dispatcher.EnqueueTeleport(me); var monster = ActorBuilder.Build <Monster>(Coordinate.NotSet, registry, Monster.FormatState(10, 10)); dispatcher.EnqueueTeleport(monster); dispatcher.Dispatch(); var weapon = new MeleeWeapon(fakeRandomNumbers, registry, dispatcher, state); dispatcher.EnqueueUse(weapon, Compass8Points.East); dispatcher.Dispatch(); monster = (Monster)registry.GetDispatchee(monster.UniqueId); var expected = "HitPoints [7], ArmourClass [10]"; var actual = $"HitPoints [{monster.HitPoints}], ArmourClass [{monster.ArmourClass}]"; Assert.Equal(expected, actual); }
void Start() { ship = GameObject.Find("Ship").GetComponent <Ship>(); builder = GameObject.Find("CubeContainer").GetComponent <LevelBuilder>(); startText = GameObject.Find("StartText"); ship.onCollision.AddListener(Restart); }
private void bCheckPlayabilty_Click(object sender, EventArgs e) { try { RYSEGenManager.SimulatePlayabiltityFromDesigner(); SaveEngineState(); try { if (DesignEnhanceManager.PlayabilityActions != String.Empty) { LevelBuilder.CreateRestedLevel(DesignEnhanceManager.GevaLevel, false); //RYSEManager manager = new RYSEManager(10); //manager.IsSaveImage = false; StaticData.GameSessionMode = SessionMode.PlayingMode; //EngineShotsManager.ShowXNAWindow(); LivePlayabilitySimulator simulator = new LivePlayabilitySimulator(StaticData.EngineManager); simulator.SimulateSameWindow(new ActionsGenerator(DesignEnhanceManager.PlayabilityActions).Actions); } } catch (Exception) { } } catch (Exception) { } }
public void Move_Me_CanMoveIntoEmptySpace() { var testNum = 1; var registry = new DispatchRegistry(); var dispatcher = new Dispatcher(registry); var fakeRandomNumbers = GetGenerator(testNum); var fakeLogger = new FakeLogger(_output); var mazeDescriptor = FakeMazeDescriptorBuilder.Build(1, 1, 4, 2); var builder = new LevelBuilder(fakeRandomNumbers, mazeDescriptor, fakeLogger, dispatcher, registry); builder.Build(GetLevel(testNum)); var me = ActorBuilder.Build <Me>(Coordinate.NotSet, registry, Me.FormatState(10, 10)); dispatcher.EnqueueTeleport(me); dispatcher.Dispatch(); // t+1 dispatcher.EnqueueMove(me, Compass8Points.South); dispatcher.Dispatch(); var expected = GetExpectation(testNum); var actual = registry.GetDispatchee("Maze1").ToString(); _output.WriteLine(expected); _output.WriteLine('='.ToPaddedString(10)); _output.WriteLine(actual); Assert.Equal(expected, actual); }
public List <Level> Load() { var loader = new XmlScopeReader(new ResourceScopeReader()); var levelsInfo = loader.LoadAll <LevelInfo>(Strings.LEVELS_PATH); return(levelsInfo.Select(lvl => LevelBuilder.Restore(lvl)).ToList()); }
static Vector2i CreateAct5() { var town = new LevelBuilder("Act 5 - Town"); town.Instantiate(new Vector2i(0, 0)); return(town.FindEntry()); }
/// <summary> /// Builds a rectangular room of the specified dimensions. /// </summary> /// <param name="builder">The level builder.</param> /// <param name="upperLeft">The absolute position of the upper left point of the room.</param> /// <param name="size">The width and height of the room.</param> /// <returns>The unique identifier of the room.</returns> /// <exception cref="ArgumentOutOfRangeException"> /// size - The X size of a constructed room must be greater than zero. /// or /// size - The Y size of a constructed room must be greater than zero. /// </exception> /// <exception cref="System.ArgumentOutOfRangeException">size - The X and Y sizes of a constructed room must each be greater than zero.</exception> public Guid AddRectangularRoom(LevelBuilder builder, Pos2D upperLeft, Pos2D size) { // Validate if (size.X <= 0 || size.Y <= 0) { throw new ArgumentOutOfRangeException(nameof(size), "The X and Y sizes of a constructed room must be greater than zero."); } var roomGuid = Guid.NewGuid(); // Loop through the bounds and add the requested room for (var x = upperLeft.X; x <= upperLeft.X + size.X - 1; x++) { for (var y = upperLeft.Y; y <= upperLeft.Y + size.Y - 1; y++) { var isOnEdge = x == upperLeft.X || x == upperLeft.X + size.X - 1 || y == upperLeft.Y || y == upperLeft.Y + size.Y - 1; char terrain = isOnEdge ? '#' : '.'; var cell = builder.BuildCell(terrain, new Pos2D(x, y)); builder.AddCell(cell, roomGuid); } } return(roomGuid); }
public void SaveLevel() { saveLevelButtons.interactable = false; List <GameObject> gameElements = new List <GameObject>(); for (int i = 0; i < mainElementsEditor.childCount; ++i) { gameElements.Add(mainElementsEditor.GetChild(i).gameObject); } Level lvl = LevelBuilder.BuildLevel(PuzzleEditorController.instance.levelSize, gameElements, PuzzleEditorController.instance.baseTM, PuzzleEditorController.instance.collidable); if (levelLoaded.name == levelName.text) { lvl.id = levelLoaded.id; } lvl.name = levelName.text; lvl.description = levelDescription.text; lvl.creatorName = username; levelLoaded = lvl; LevelBuilder.SaveLevel(lvl); }
// Start is called before the first frame update void Start() { lb = GetComponent <LevelBuilder>(); v3CameraStartPos = goCamera.transform.position; qCameraStartRot = goCamera.transform.rotation; Init(); }
private void OnValidate() { LevelBuilder lb = (LevelBuilder)target; lb.level.Name = levelName; lb.level.Board.name = boardName; }
public void WhenBuiltDispatcher_ShouldHaveMeInMaze(int testNum, int blocksPerTile) { var registry = new DispatchRegistry(); var dispatcher = new Dispatcher(registry); var fakeRandomNumbers = GetGenerator(testNum); var fakeLogger = new FakeLogger(_output); var mazeDescriptor = FakeMazeDescriptorBuilder.Build(1, 1, 4, blocksPerTile); var builder = new LevelBuilder(fakeRandomNumbers, mazeDescriptor, fakeLogger, dispatcher, registry); builder.Build(testNum); var me = new Me(Coordinate.NotSet, registry, Me.FormatState(10, 10)); dispatcher.EnqueueTeleport(me); dispatcher.Dispatch(); var maze = registry.GetDispatchee("Maze1"); var actual = maze.ToString(); var expected = GetExpectation(testNum); _output.WriteLine(expected); _output.WriteLine('='.ToPaddedString(10)); _output.WriteLine(actual); Assert.Equal(expected, actual); }
public static void Generate(LevelBuilder builder, Palette palette) { Clear(); GenerateRooms(builder.info.maze.rooms[0]); GenerateSpecialRooms(palette); Build(builder, palette); }
// Update is called once per frame void Update() { LevelBuilder.lastBuilder = this; this.CheckForLevel(); this.CheckForRoot(); this.CheckForSelection(Selection.activeGameObject); SceneView.RepaintAll(); }
public void Setup() { GameObject levelBuilderGO = MonoBehaviour.Instantiate(Resources.Load("LevelBuilderTest") as GameObject); levelBuilder = levelBuilderGO.GetComponent <LevelBuilder>(); enemies = levelBuilder.BuildLevel(ScriptableObject.CreateInstance <LevelConfig>()); levelBuilder.Player.SetData(ScriptableObject.CreateInstance <PlayerConfig>()); }
private static void SimulateOnWindow(GenSimAgent agent) { LevelBuilder.CreateRestedLevel(agent.LevelStr, false); StaticData.GameSessionMode = SessionMode.PlayingMode; LivePlayabilitySimulator simulator = new LivePlayabilitySimulator(StaticData.EngineManager); simulator.SimulateNewWindow(agent.Actions, false, false); }
// TRACKS + PROBES public static void BuildProbes(string track) { LevelBuilder builder = new LevelBuilder(track); LevelBuilder.BuildStages buildStages = new LevelBuilder.BuildStages(); buildStages.BakeLightProbes = true; builder.BuildByName(buildStages); }
public static void AddLevelBuiltInvoker(LevelBuilder invoker) { LevelBuiltInvokers.Add(invoker); foreach (var levelBuiltListener in LevelBuiltListeners) { invoker.AddLevelBuiltListener(levelBuiltListener); } }
public void ConstructComplexLevel(LevelBuilder builder) { builder.BuildFloor(); for (int i = 0; i < 10; i++) { builder.BuildNPC(); } }
void Awake() { options = GlobalOptions.Instance; LevelBuilder = GameObject.Find("LevelBuilder").GetComponent<LevelBuilder>(); brickBuilder = GameObject.Find("LevelBuilder").GetComponent<BrickBuilder>(); if (brickBuilder != null) { totalPoints = brickBuilder.totalPoints; } //numberOfTeams = GameObject.Find("LevelBuilder").GetComponent<LevelBuilder>().numberOfTeams; }
// Use this for initialization void Awake() { if (instance == null) instance = this; else if (instance != null) Destroy (gameObject); DontDestroyOnLoad (gameObject); levelScript = GetComponent<LevelBuilder> (); InitGame (); }
public override void Initialize() { //Let's grab a reference to the other services that we'll need! gameObjectManager = GameServiceManager.GetService<IGameObjectManager>(); physicsManager = GameServiceManager.GetService<IPhysicsManager>(); renderer = GameServiceManager.GetService<IRenderer>(); levelBuilder = new LevelBuilder(); levelBuilder.Initialize(); GameOver = false; }
public override void LoadContent() { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); soundManager = new Sounds(); levelBuilder = new LevelBuilder(); textures = new Textures(); soundManager.LoadSounds(content); textures.LoadTextures(content); hud = new HeadsUpDisplay(400, ScreenManager.Font); marimo = new Marimo(new Vector2(32, 192), ScreenManager.GetInput()); world = new World(levelBuilder, marimo); font = content.Load<SpriteFont>("myFont"); LevelBuilder.LoadLevelFile(Player.World + "-" + Player.Level); base.LoadContent(); Sounds.Play(Sounds.Music.overworld); }
private void convertOldHTFsToIPhoneToolStripMenuItem_Click(object sender, EventArgs e) { LevelBuilder lb = new LevelBuilder(); //lb.ConvertHTFsToiPhone(levelPanel1.SelectedLevel); }
void Awake() { levelBuilder = GameObject.Find("Bricks").GetComponent<LevelBuilder>() as LevelBuilder; }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { spriteBatch = new SpriteBatch(Game.GraphicsDevice); levelBuilder = new LevelBuilder(); buffer = 0; base.Initialize(); }
// Use this for initialization void Start() { levelBuilder = GameObject.Find("LevelBuilder").GetComponent<LevelBuilder>(); }
void Awake() { if (!created) { Debug.Log ("Create new levelbuilder" + " " + this.gameObject.GetInstanceID()); Screen.sleepTimeout = SleepTimeout.NeverSleep; DontDestroyOnLoad(this.gameObject); LevelBuilder.instance = this; gameStartedAt = Time.time; created = true; } else { Debug.Log("Bad level builder, bad!" + " " + this.gameObject.GetInstanceID()); DestroyImmediate(this.gameObject); } }
void Awake() { Messenger.AddListener(typeof(PickupCollectedMessage),HandlePickupCollectedMessage); Messenger.AddListener(typeof(PlayerDistanceMessage),HandlePlayerDistanceMessage); mInstance = this; }
// Use this for initialization void Awake() { Score = GameObject.Find("SCORE").GetComponent<Score>(); Descriptions Descriptions = new Descriptions(); StoryTasks = Descriptions.GetStoryTasks(); StoryPhases = Descriptions.GetPhaseTitles(); RandomGuyJokes = Descriptions.GetRandomGuyJokes(); LevelOverScreen = LevelOverPopup.GetComponent<LevelOverScreen>(); Inventory = new Inventory (); // TESTING ONLY Inventory.AddToInventory("knife"); Inventory.AddToInventory("detergent"); LevelBuilder = GameObject.Find("Camera").GetComponent<LevelBuilder>(); ObjectiveScreen = GameObject.Find("Camera").GetComponent<ObjectiveScreen>(); TaskTracker = GameObject.Find ("Camera").GetComponent<TaskTracker>(); // TESTING ONLY //GetRandomJokeBasedOn(Enums.Prisoner.Fatty); //GetRandomJokeBasedOn(Enums.Prisoner.Midget); //GetRandomJokeBasedOn(Enums.Prisoner.Skinny); //GetRandomJokeBasedOn(Enums.Prisoner.Fatty); //GetRandomJokeBasedOn(Enums.Prisoner.Midget); //GetRandomJokeBasedOn(Enums.Prisoner.Skinny); //GetRandomJokeBasedOn(Enums.Prisoner.Fatty); //GetRandomJokeBasedOn(Enums.Prisoner.Midget); //GetRandomJokeBasedOn(Enums.Prisoner.Skinny); //GetRandomJokeBasedOn(Enums.Prisoner.Fatty); //GetRandomJokeBasedOn(Enums.Prisoner.Midget); //GetRandomJokeBasedOn(Enums.Prisoner.Skinny); //GetRandomJokeBasedOn(Enums.Prisoner.Fatty); //GetRandomJokeBasedOn(Enums.Prisoner.Midget); //GetRandomJokeBasedOn(Enums.Prisoner.Skinny); //GetRandomJokeBasedOn(Enums.Prisoner.Fatty); //GetRandomJokeBasedOn(Enums.Prisoner.Midget); //GetRandomJokeBasedOn(Enums.Prisoner.Skinny); }
private void InitLevelBuilder() { int LevelSize = LevelMapDirector.GetLevelSize(); Builder = new LevelBuilder (); Builder.SetLevelSize (LevelSize); Builder.BuildLevelGrid (); Builder.BuildLevelBorder (); GameObject WeaponFactoryObject = GameObject.Find("WeaponManager"); WeaponDirector = WeaponFactoryObject.GetComponent<WeaponsManager>(); }
void Start() { blockHeight = blockPrefab.transform.localScale.y; blockWidth = blockPrefab.transform.localScale.x; StateSystem.SetBlockDimensions(blockWidth, blockHeight); buildLevel(); instance = this; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); if (world == null) { world = new World(new Vector2(0, 9.82f)); } else { world.Clear(); } this.IsMouseVisible = true; lvlBuilder = new LevelBuilder(Content, world); lvlBuilder.readLevel("level1.txt"); backgroundTexture = Content.Load<Texture2D>("cornflowerback"); objectList = lvlBuilder.getLevelObjects(); //FarseerPhysics.Collision font = Content.Load<SpriteFont>("font"); debugView = new DebugViewXNA(world); debugView.LoadContent(this.GraphicsDevice, this.Content); debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); debugView.AppendFlags(FarseerPhysics.DebugViewFlags.PolygonPoints); //debugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel); debugView.AppendFlags(FarseerPhysics.DebugViewFlags.CenterOfMass); // TODO: use this.Content to load your game content here }
private LevelBuilder level_builder_script; // Reference to level builder void Awake () { GM = GameManager.instance; level_builder_script = GameObject.FindGameObjectWithTag(Tags.game_manager).GetComponent<LevelBuilder>(); DontDestroyOnLoad(this); // to allow the scene to change }
private void selectedLevelToolStripMenuItem_Click(object sender, EventArgs e) { LevelBuilder lb = new LevelBuilder(); lb.Build(levelPanel1.SelectedLevel); }